This small plain wand generally made of driftwood has 6 charges, 1d4+2 of which recharge with each dawn.
When the bearer speaks the command word (dwfyr), the wand casts a Waterball spell, which shoots a thin watery stream to a point up to 150’ distant selected by the wielder, where it produces a globe of water just over 6’ in diameter (935 gallons, the volume of a 5’x5’x5’ cube). The water expands outward in a horizontal wave to a 10' radius, drenching all creatures and objects in that area, and delivering 3d4 battering damage from the force of impact. Creatures vulnerable to damage from water or cold will sustain damage according to their type from contact.
The target point must be in sight of the wand’s bearer and at ground level or higher (If in the air, it will expand to the 10' radius as it falls downward).
If the stream strikes a solid creature or object before reaching the target point, it will manifest at that spot. A targeted creature can avoid the stream on a successful Dexterity save.
These wands will produce only salt or fresh water (50% chance). To determine, roll any die – an odd number will signify salt water, an even one fresh.
If the user expends the last charge, roll a d20. On a 1, the wand becomes a nonmagical (and very brittle) stick.
Notes: Spellcaster, Damage, Combat
Previous Versions
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8/12/2019 7:36:43 PM
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Coming Soon
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